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151
DF Suggestions / Re: Seperate Masonry and Construction
« on: November 01, 2009, 05:34:47 am »
Wait, this is the suggestions forum, right? Not the executive development decision forum?
Sheesh, but I do get tired of hearing suggestions shot down just because they wouldn't work in the current version.

Not that the mining tailings discussion hasn't been done to death and beyond in other threads...

152
DF Suggestions / Re: 'Autodecompose'
« on: November 01, 2009, 05:29:49 am »
Maybe y'all would prefer an 'Autodemolish' function? I.e. constructions that would automatically designate themselves for removal? (Though knowing our dwarfs, they'd probably end up demolishing it from the wrong end and get stuck or killed)

153
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 31, 2009, 10:35:44 am »
The Bresenham algorithm is fundamentally aesthetic in nature and doesn't help you find the shortest way between points in any meaningful way. Sure, it might look better if creatures moved in what looks like straight lines towards their goal in open areas, but it has no effect on the cost of the path, and it is more expensive in implementation than just "if x < targetx && y < targety then up-right" (since Bresenham would require storing extra values and performing computations slightly more complex than the above, each step).

The Bresenham algorithm also wouldn't work with TCZs, as a side note ; )

154
DF Suggestions / Re: Immaterial body parts
« on: October 30, 2009, 02:51:28 am »
Not necessarily; immaterial might entail a gas-like form that is supernaturally held together but can still be harvested a short time after a creature's death. Fire or air elementals for example.

But ghosts, I guess, and similar beings would need magic to harvest them

155
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 29, 2009, 09:34:44 am »
I suppose he's saying that the code that determines whether a given unit can move through a given tile or not should be modular, so that it can be abstracted away from and exchanged (and all other advantages of modularity). This only tells you how the code is called, not when. It could be called for each tile of the map in advance for common unit types and "cached", and on demand for uncommon unit types.

If this is what he means I sort of agree, but also point out that connectivity is not local in nature and it might be hard to maintain efficiency if that, too, is made modular.

156
That gets into adding more "layers" of quality levels, which is another previously-made suggestion. :) Basically like how with clothing, you have the quality of the weaver, dyer, and clothier combining into the quality of the finished piece (disregarding any decorations), with wood you could have the quality of the woodcutter, sawyer, and carpenter, or with metalworking the quality of the smelter and the smith. Once you get that kind of detail added, it should be relatively straightforward to put limits on the quality levels of planks generated by a given tree.

Well, but this is slightly different; it isn't necessarily tied to worker skill at all - no matter how masterful a woodcutter you are you're not going to make branches into planks, no more than a skilled butcher can transform the entirety of an animal into hide and prime meat. A fir tree might yield a large proportion of prime lumber, a chestnut less and a rowan almost nothing. The rest might be "wood chunks" or similar.

157
DF General Discussion / Re: Fan art competition!
« on: October 28, 2009, 02:10:42 pm »
Creative skill always astounds me. I think I'd have an easier time learning how to pole-vault 7 meters than to produce anything of artistic worth...

You guys are alsome!

158
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 28, 2009, 01:55:50 pm »
shadow_slicer, I already pointed out that this flexibility was necessary a few pages back. But you're forgetting a key thing - the connectivity map. That can't be computed on demand like this; that would be insanely expensive. And we need one if we're going to use any sort of A*, otherwise that will become insanely inefficient.

It's a real problem but we can perhaps tackle it by problem relaxation and heuristics - like maintaining only some connectivity maps and supplementing them on demand, somehow. Or merging them on demand.

159
If you're going to have a single tree produce several pieces of wood, then one might consider letting there be different qualities to the pieces. Depending on the tree, the whole tree will not be of a quality sufficient for planks for furniture etc., and maybe only a few trees produce any pieces suitable for real art or masterpieces. In contrast, most pieces are suitable for coal production.

This could help make different species of trees more differentiated and interesting.

160
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 28, 2009, 07:29:55 am »
8 movement types will never cut it, even if we don't try to solve problems that are not currently solved (and we want to, don't we?). Soldiers, pets, invaders and ordinary dwarfs are all different walker subtypes, and we'll want more if certain doors are going to be accessible only to certain people, for example. It's a challenge we have to deal with in any solution we come up with.

161
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 26, 2009, 10:43:47 am »
Caching won't help anyone without meaningful clustering, though, as pointed out above.

162
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 26, 2009, 03:57:35 am »
Whew, I was beginning to think this thread had died!


...or, wait, what?

163
DF Suggestions / Re: Ponds: Fill until n/7
« on: October 22, 2009, 08:25:23 am »
Necro'd and seconded! Who wants to build a whole pump system just to reverse a tiny little engineering foulup?

164
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 22, 2009, 02:26:08 am »
Miasma avoidance can be handled by an automatic traffic cost setting, so any scheme that can deal with traffic costs can deal with that, in principle. (Though its dynamic nature may prove troublesome.)

165
DF General Discussion / Re: Anouncing The PathFinder Project
« on: October 21, 2009, 10:25:01 am »
Yeah, checking a path found in the cache is not very expensive. We could play with the frequency of re-checks and see what it does to performance.

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